My gateway drug into brikwars was a Games Workshop game called Mordheim; this game--like Warhammer it was styled after--has a relatively simple "spell-based" magic system where casters take individual spells that they can attempt to use in various magic phases.

Mostly for the enjoyment of my friends (who play brikwars but are also Games Workshop players), I've been attempting a similar feat for brikwars. Below, I have an ass of "spells" that are based pretty exclusively on Mordheim equivalents.

I could use some input from the community on how to "cost" this sort of magic system. My initial idea is that a minifig purchases "casting dice" (maybe 5 or 6 cp a pop for 1 d6). This casting pool is treated like skill for casting spells, and one spell may be chosen for the minifig for every d6 in the casting pool.

Here are sample spells:

UR 4 Spells• Heal Spell: Range – 2” / Effect – revive one non-heroic minifig (may not attack this turn) or heal one minifig ally to full hp. This spell may be used on “living” MOC’s may be healed at +2 UR per +1” taller than a minifig.
• Token Reanimate Spell: Range – 6” / Effect – revive one non-heroic minifig who died 1 turn (or less) ago; place that minifig within 2” of the caster.

Really? I prefer the open-endedness of the other supernatural rules, but i guess it's true that they're currently a bit abusable (only two dice and 11cp for a 1d12dmg attack with 1d6" range). I prefer to make up some bullshit spell off the top of my head than searching through a printed list of spells, but I haven't tried it so I can't really knock it. Most of these spells are doable with the supernatural dice system, but not all - that personal fury spell is awesome but supernatural dice wouldn't let you preserve the MOM on both attacks. Brikwars vanilla also doesn't use a hitpoints system on heroes or anything, so that uber-drain spell wouldn't translate either.

IVhorseman wrote:Really? I prefer the open-endedness of the other supernatural rules, but i guess it's true that they're currently a bit abusable (only two dice and 11cp for a 1d12dmg attack with 1d6" range). I prefer to make up some bullshit spell off the top of my head than searching through a printed list of spells, but I haven't tried it so I can't really knock it. Most of these spells are doable with the supernatural dice system, but not all - that personal fury spell is awesome but supernatural dice wouldn't let you preserve the MOM on both attacks. Brikwars vanilla also doesn't use a hitpoints system on heroes or anything, so that uber-drain spell wouldn't translate either.

Ben, do a big-ol magic battle and tell us how it goes!

I do like the versatility of the Supernatural dice rules; I've used it a lot. However, I've found that it can be difficult and expensive to create/use an effective spell (for example, a spell that did 2d6 damage and a good 2d6 range would cost you 4d6 total). Having pre-made spells with pre-established ranges is helpful to me.

IVhorseman wrote:2d6dam over 2d6" is still better than just about any minifig weapon available - it's expensive and unpredictable for a reason.

Yeah, but its a lot less likely that you'll land a kill with 1d6, or hit something at a fair distance with 1d6" range. Still, I understand that this adds to the feeling of achievement that you get when your minifigs land that lucky 5 or 6 and kill their opponent, but I prefer doing lots of damage so as to wipe out my enemies quickly.

IVhorseman wrote:Really? I prefer the open-endedness of the other supernatural rules, but i guess it's true that they're currently a bit abusable (only two dice and 11cp for a 1d12dmg attack with 1d6" range).

Is that OP do you think? It sounds pretty unreliable to me for something costing 11cp, especially considering the 25% chance one or both dice will fumble and be used against you.